I’ve been messing around in the trial version of Unity3, and I noticed if I make a platform out of several cube, and then put a sphere on top of them to run along the cubes, the sphere seems to bump at the edges that connect the cubes together.
I’ve uploaded an example where I tried 3 methods. One was having each cube a separate rigid body (the one at the bottom), the other was using a stretched cube (one long rigid body, middle), and the last was to put all the cubes into a single mesh (at the top). The top and bottom both have the problem with the sphere hopping as it goes over the gaps between the shapes.
I was hoping to make a level editor for a game i’m working on where you snap segments of the ground together like in Halo Reach’s forge editor. However, when the ball rolls over the area these segments connect, it hops. I was wondering if there’s any work arounds or if its something that can be fixed with an option somewhere.
Hippos idea of overlapping the cubes is a good idea. If you give the cubes a box collider which is just barely overlapping its neighbors’ colliders, you might be just fine. Do the cubes really need rigibodies?
Sorry I was mistaken, the cubes aren’t rigidbodies, they just have box colliders.Thanks for the tip about overlapping bodies. Seems to only work though if friction is 0.
Friction is thankfully easily simulated depending on your goal. In physics, friction will add turning force to things. You could keep friction but set it so your rigid body isn’t able to rotate. I don’t know the fine details of your project so I can’t advise, but if you play/experiment enough you’re sure to get something you like going.